Saturday, December 28, 2013

Adventure!!!!!

Boy howdy, have I had an adventure. I just finished up the most radical, encouraging, refreshing vacation of my life and I feel like I can take on the world. It's been an absolute blast seeing family, and seeing some some off. Changes have to happen in order to move forward, and I think that changes are coming my way, and I'm the one to make them happen.

The dream is to be a writer for a wide spread video game publication, and I think I got all the encouragement that I needed, and now, more than ever, is the time to move things in the direction that I want them to go. I've been struggling with depression and various sorts of the blues, but the truth be told, I was the one who put myself into those corners. Video games have helped me through a lot of it, and even connect with a lot of different people, yet video games aren't the thing that are going to get me anywhere. It has to be me. I have to push the start button to get this adventure going.

The same goes for you. I'm sure you're in a similar position. I'm scared to death of the real world, which is why I choose to spend my time in one that doesn't exist. Though, the reality is, that it's not all that bad, and though the world may tell me otherwise, I can get things done. I can accomplish things, and so can you. With determination, and focus, and casting off your fears and doubts, you will be able to overcome. I'm telling this to you as much as much as I'm telling this to myself.

Here I sit at the airport waiting for my plane to board, waiting to get back to the frozen wasteland that I call home, and I'm ready to get stuff done. I've got a few plans laid out before me, and there's no reason to not try at least one of them. So, wish me luck and keep the good vibes coming, all your love and support really helps me through.

I put my heart and soul into this blog, and though it might be riddled with minor grammatical errors, I still give it my all. Thank you everyone.

By the way, have I told you about my Let's play videos? No? Well that's rather silly of me. I'm playing Amnesia: The Dark Descent. Here's the first video, it's not all that good, but they get better I promise!


Thursday, December 12, 2013

The Paradox of the Horror Genre

I do not like scary things. I like spooky things, and I kinda like creepy things. Like the Tear Drinkers from Brutal Legend, but I do not like things that are genuinely scary. Like the game Amnesia: The Dark Descent. Which, I own for some reason. I have been playing said game for the past few weeks, and I've had a ball with it. It is so much fun to be scared out of my wits, and be able to press onward after an ordeal has occured. The difference between seeing a horror movie, and playing a horror game is this: control. When you go to see a movie, there is nothing that you as the audience can do. You can squirm, you can yell, but you hold no factor in how the story plays out. When you play a horror game, you control the character, and how the scene plays out. The story doesn't change, but it was by your skill that you survived and lived to tell the tale. I haven't beaten Amnesia yet, so no spoilers. I just want to talk about what I have ascertained about the genre from playing Amnesia.

When I play the game Amnesia, I hate it. I hate the dark, I hate the scary things, I hate the sounds that are coming from nowhere. I hate it. I dread every second that I take control of the game, and I' miserable. Yet, when I put the game down, and talk about it with other people, I sing its praises. That doesn't make any sense. Though, it does somehow. The game throws all sorts of terrible things at you, as the player, and you have to overcome them. You have to get away, avoid them, and survive. Survival becomes your primary objective, and it is all that matters. Who cares about the story when there is a man eating monster that is just on the other side of the wall? Then there is the payoff of actually making it out of that horrible ordeal, and being able to catch your breath. Survival has never tasted so sweet. I've survived some pretty intense uphill battles in Halo, or Call of Duty, though I never felt threatened. Those firefights were all about strategy, and when to move where, and who to take out next. In Amnesia, your sensibility is lost to fear. You're thrown into a state of shock that you have to fight your way out of because you must live. You have to survive, you can't let this terrible monster win. SO you fight off the fear, and you run for your life. You run, you hide, and you do everything that is within your power as Daniel to get away and live to fight another day. That's how it goes, isn't it? That's the rush. That's where all the excitement comes from. It is this rollercoaster of  emotions that goes from dread, to joy in a matter of seconds. It's incredible.

That's the paradox of the horror genre to me. I hate playing the game, but I love the excitement that comes after surviving. Amnesia is certainly one game that is a must play, even if you're like me and you don't even like the horror genre. Face your fears, and have fun doing it.

Tuesday, December 3, 2013

Gameplay is a Vehicle

Gameplay is an important part of a video game. In fact, it's what makes a video game, well, a video game. Without it, we just have a movie. In most cases, the focus of a game is on its gameplay and mechanics. In others, it's a way to progress the story with elements of interactivity. Gameplay is the vehicle in how the medium moves along, while the game's layout and story is the track.

A while back I was playing Final Fantasy X in an effort to work through my backlog of video games. I can't say that I've picked up the game for a while. However, it got me thinking about the mechanics of the battle system, and how it differed from my other experiences with other Final Fantasy games. FF X uses a turn based battle system, that also changes with the actions that the player takes. For instance, a standard attack will keep the order of battle. However, if I decide to use an item, use an ability, or cast a healing spell, the order is changed. This allows me to strategize, and puts more weight on the decisions that I make in battle. Though, admittedly, I was playing Final Fantasy X for its story, as opposed to its gameplay. While the battle system is solid, it's nothing all to special. Granted, it's a majority of the game, but it's more of a means than a focal point. Final Fantasy games, and other RPGs, are primarily all about the story that they want to tell. However, gameplay is still important. Gameplay is the reason I haven't invested as much time into other Final Fantasy games. I find that the ATB system isn't functional, nor conducive to carrying the game. There's nothing wrong with a turn based battle system. Pokemon proves this with every game. Turn based is safe, and reliable. Like a mini van.


That being said, other games have an immense focus on their gameplay, such as fighters, platformers, shooters, and the like. These games spend a long time in development having their mechanics worked on. Having them be refined to the highest end. To make the controls tight and responsive. Super Meat Boy is a good example of this. In SMB, the player has full control over the character, yet is sent against nearly impossible obstacles. These boards are extremely difficult, but can be overcome with skill and patience. It's all possible within the confines of the games mechanics. Like a driver trying to shave off seconds to get a better time each lap, or to move up to the next position on his conquest for first place. Games that focus on their gameplay are like sports cars. Their fast, responsive, and extremely dangerous because you'll end up dying a lot. Though, when you've mastered it, you come off looking like a badass because you can swerve around corners and maintain control every inch of the way. Games with gameplay are its primary function are like a Lamborghini.


Some games don't necessarily have a set track. They allow the player to go anywhere, and do anything that they want to. These games can go off the beaten path, and go mudding, get dirty, and have fun doing whatever catches their fancy. Skyrim is one of those games. Skyrim allows players to go wherever, and do whatever they please. If they wish to become a master of the arcane arts, then they can do so. If a player wants to become a master of the sword, wearing heavy armor, and carrying a shield to plow through enemies because stealth is for the weak, then they can do so. If the player wants to be a deadly shadow that takes out his enemies from a distance, or slit throats, then they may do so. If the player wants to become a werewolf; and the list goes on. Other games like Just Cause 2, let the player go wherever they want, and blow up anything they want. These game can allow for total exploration, for both on and off road. These games are like a Hummer.

Hummer Humvee Military Vehicle - Front Angle, 2003, 800x600, 1 of 2

Some games try and do something different. Some games experiment. They've still got four wheels and an engine, but there's something... different about them. They don't obey what is traditionally considered a game, they do things differently because they understand that games can do more. The Walking Dead video game by Tell Tale Games tells an emotional story, with character, and heart. The game doesn't really have anything of a traditional game. There isn't much action, yet there's a lot of drama. There is gameplay to be sure, but not as we understand it. Games of earlier days were still experimenting with gameplay, and game design. The Dreamcast is home to many of these, including: Ecco The Dolphin, Crazy Taxi, Jet Grind Radio, Space Channel 5, and Shenmue are only a handful of games that broke the mold of what a game is. These kind of games take what we know as a game, and modify it to become something more, something different, something wonderful. These games are kind of like... well, this:


As important as gameplay is for a video game, it's really more of a vehicle. How much fun you have with that vehicle is how well it functions. Game play is absolutely crucial to a game, as it can make or break it. There have been several times that I haven't completed a game because of its broken gameplay, as everything hinges on it. That being said, it isn't everything. If Mass Effect didn't have the story, or universe that it did, it wouldn't be the same game. 

What are some games that you play for just the gameplay, or vice versa? Are there games out there that you couldn't care less how the gameplay and mechanics were so long as you got to experience the story? Let me know in the comments!


Monday, December 2, 2013

Lovely Day for a Stroll

I like the city where I live. It's pretty cool. There are tall buildings, shows to go to, things to do, shops that don't exist anywhere else. I live in a pretty cool town. I occasionally like to go for a walk and explore, but not now. It's too cold outside for that.....

That's why there are video games. I've talked about the escapism of video games, and the places I like to go there, but it isn't very often that video games have places that I want to go to. I'm usually lost in the story, characters, or action to take the time and just roll around. Come with me on a journey, as I talk about the different video games that I just like to walk around in.

Skyrim

I picked up the ultimate edition of Skyrim during the fall sale on Steam. It's kind of silly that I did so, being that I already had it on my 360, but what separates the PC version from its console counterparts is the community driven mods. Mods can shape the game in many different ways, whether it be something silly or game changing. The mods I've downloaded are purely graphical, and make the game even more of a wonder to behold. Skyrim was already a good looking game. I got lost in it for hours, just wandering around, exploring in caves and fighting bandits. Skyrim is one of those games that I can get lost in because there's no real pressure to do anything in particular. Now, every now and then a dragon can just drop in wherever he pleases, and that puts a damper on my musings. However, that's all part of the experience. Skyrim is something of a marvel, because while there is a fast travel function, I don't use it. I just like walking, and taking in the sights and sounds of Skyrim. I don't mind doing nothing in the game. I'm just a tourist as far as I'm concerned.





Assassin's Creed II

AC II is a game that is full of action, character and conspiracy, and a game filled with wonder and immersion. After I beat Assassin's Creed II for the first time, I still wanted to hang around and just do stuff. However, I'm not really good at screwing around, and getting in trouble and causing chaos. So, I decided that I would just wander around Italy. I've always wanted to go to Italy, though, I may not get the chance to ever go there, Assassin's Creed II gave me that chance. The cities that the players visit are full of live. All of the NPCs have their own agendas, and errands to run. They have places to go, and people to see. The architecture of the city is simply marvelous. The towering buildings and the back alleys that wind through the city, and Venice. Oh Venice. Most of my traversal of Venice is on her rooftops, but my goodness what a city to behold. The people that you come across have the most amazing outfits that are intricately detailed, and you can tell by their style of dress what class they hold, and what their profession is. Assassin's Creed is a game where you can just go sight seeing, and relax.





Grand Theft Auto V

Grand Theft Auto has always been a sandbox for many gamers and a place to just wreak havoc upon the helpless. Though, as I've mentioned, I'm not very good at that sort of thing. One thing I am good at, is driving. GTAV has a massive world that I can explore, and most of it is connected by roads. One of my favorite activities in the game is just to drive along the coastal highway from the southernmost point to the north. It's like a mini road trip. What helps is the absolutely killer song selection that the developers have chosen for the radio stations. My favorite is the hipstertastic Mirror Park Radio, that plays synth pop, and has a pretentious hipster DJ who claims not to be a hipster. When I've had my fill of driving, I take a walk along the beach, or around the city, and gaze up with awe at the skyscrapers that cast shadows that consume the landscape. Dropping eaves isn't very polite, but it's hilarious to listen in on the conversations that people are having. Whether it's one side of a cell phone conversation, or some guy talking to his fellow bro about a girl, San Andreas is full of life. Every area has its own set of rules and cliques that rule it. I recommend GTAV solely based on this facet of the game. One can truly get lost here.





Red Dead Redemption

I've said it before, and I'll say it again, I love Red Dead Redemption. I love the ability to walk down the streets of Armadillo, or Black Water and say hello to people. I love the sunsets. I love the star filled skies at night. I love roaming around the desert and hunting animals, or picking flowers. I love the eloquence of John Marston. I love the idea of fighting for something that truly matters: family. I love taking down the bad guys on the wanted poster, and cleaning up the land with a bit of wild west justice, and making a tidy sum. My favorite part of the game was towards the end when John Marston is finally allowed to see his family again, and you just run your ranch. It is what Jon had wanted all along and he finally got it. He got an honest life. And I got to experience it, and be around his family. I loved watching John Marston teaching his son how to run the ranch, and how to hunt. It wasn't action oriented, there was no shooting bad guys, or anything like that. I was just living out someone elses life, in a beautiful and detailed world. I love John Marston, and his character. He's one of my favorites. I couldn't find a video that accurately depicts my love for the game and the land that it created, so here's one about the man behind the voice of John Marston.




Those are just a few, I'm sure that there are others. Maybe I'm just a boring person, who enjoys the mundane things in video games about action. Though, I find it's a wonderfully pleasant contrast to what is considered the "norm" in video games. I think that's something to think about next time you play a video game. Take in the world, don't just look at it.

Saturday, November 30, 2013

Why we still need fun.

Games are fun. Fun is the whole reason why I got into video games. Though, it seems that a majority of games that are coming out these days are some kind of gritty reimagining, or serious story with an immersive world. Why can't games just be games anymore?

Don't get me wrong, I like a good story. I go on and on about Mass Effect and its story. I also loved The Last of Us. These games are good, and The Last of Us showed me that games don't have to be fun to be entertaining. Though, I miss a game that can put a smile on my face because of how fun it is. I grew up in an era of a lot of fun games. The Nintendo 64 had Star Fox, Mario Kart, Super Mario, Wave Race and a plethora of others that kept me playing and kept a smile on my face. These games were bright, colorful, and experimental. The third dimension was a completely new concept to the console generation, and developers were still trying to figure out what exactly they could do with it. That experimentation gave birth to some of the most fun experiences of my childhood.

I remember being introduced to the Sega Dreamcast. A friend of my brother brought it with him after school. The friend had a lot of games for the Dreamcast, and all of them were just so damn gorgeous. Soulcalibur, Crazy Taxi, Sonic Adventure, and the game that would change my life. Jet Grind Radio. I remember that day vividly. My brother and his friend were sitting in the middle of the living room close to the console that was hooked up to the VCR with the television tuned to channel 3. After seeing the majestic start up screen for the Dreamcast play, I was immediately assaulted by noise and color. JET GRIND RADIOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!! A character wearing grey camo shorts with a thick chain around his neck and blazing trails of lightning blue from his rollerblades running from a rooftop to grind on a rail. It was Garam, my favorite character. Or at least he would become my favorite character. All of this was so new to me. But, one thing that I knew for sure, I was having fun, in a way that I never have before.

I miss games like this. I doubt that I'll ever see something as revelatory as Jet Grind Radio ever again, but I miss the kind of imagination that games of that era had. I think that games have come a long way, and they've definitely come into their own as a storytelling medium. However, in our great strides, we seem to have gone down a different path. We've gone to focus on the graphics, and realism that hardware can produce. Other developers seem to think that the core of gameplay either lies in "making moral choices" or gunplay. There doesn't seem to be any kind of third option, or even a fourth or fifth for that matter. There's the occasional game that stands out among the rest, like Rayman Origins. But, perhaps I'm looking in the wrong place for games with invention, or fun.

This year at PAX Prime, the Penny Arcade Expo, there was a display of 88 independently developed games. The Indie Megabooth as it was called, showcased all of these games. This booth was bigger than any of the others, including those hosted by Microsoft or Sony.This was a giant becon of hope for those looking for something fresh in the video games industry. Every single game that was displayed didn't have any publisher. They didn't have any kind of regulation, or suit to look at the game and tell them whether or not they would sell. These developers put their heart and soul into their games, and they made it the way that they wanted to. The people behind these games grew in the same generations of video games that I did, and they see what the games industry is coming to. They have the talent and the know how to make games the way that they want to make them. They want to make something unlike anything that you've ever seen before. They want to make games that are fun. They want to make games that are imaginative. They want to make games that are inventive. They want to try something different, no matter what the risks are.

Here is where the hope for the industry lies. It lies with the independent developers. Those who try something different. Those who want to make games that are fun. So, if you want to see video games progress, and continue to produce something wonderful, get informed about who these independent developers are. Steam and Sony are making it easy to pick up on these indies. Steam has it's greenlight program, which is monitored and tested and produces a quality product for us to play and try out. Sony, with their new system the PS4 has an entire page of its dashboard dedicated to independent games. With companies taking steps like these to give the spotlight over to these unnoticed developers, I think that the games industry is looking just a bit brighter.

Check out the entire list of games that were on display here. Tell me some of the things that you'd like to see from the games industry, or some games that folks might not have heard of, that should be played.

Get on out there and have some fun playing video games. Because it's ok to have fun, and it's important.

So now I leave you with a song that you might not have heard of, and it's also a lot of fun too!


Monday, November 25, 2013

Why Do I do This?

I just want to talk about video games for a second here. I love video games, it's what I do. It's what I'm best at, and they're just dang awesome.

I want to talk about how they give me a sense of agency. HOw they make me feel like i can truly accomplish something. How they can make me face my fears, and let me overcome my fears. How Zelda has taught me courage, and bravery by going down into the depths of dungeons for the sake of a kingdom. For the sake of love. I want to talk about how I became a jedi while playing Star Wars Knights of the Old Republic. I want to talk about how I climbed the seven thousand steps to High Hrothgar, and slayed a dragons in Skyrim. I want to talk about how I have met great evils, and destroyed them. How I united an entire galaxy to fight alongside me as I faced down the Reapers in a battle that we were ultimately going to lose, but we fought all the same. With tenacity and strength, as brothers and sisters fighting for survival. These are all the great things that video games have allowed me to do. They are an absolutely wonderful medium that I want to share with people, and that should be shared. I want them to be talked about in a way inspires greatness, that inspires people to pick up a controller to play a game, and experience it for themselves. I want video games to be respected, and not to be looked at with scorn and disdain at the very mention of the genre. I want to change the conversation about video games.

I don't want to talk about the mechanics of the game, the layout of the levels, or the clunkiness of the controls, because that in itself is clunky. It's stilted, and a chore to listen to someone talk about that. No, I want to talk about the emotions that I felt. The sense of speed that I got from playing Burnout and the thrill of coming in first place. I want to talk about the atmosphere and charm of Bioshock as I stroll through the halls of the sunken city, and discover the perverse leadership that ultimately ruined it. Video games, ultimately, are forms are art, and art evokes emotion. Art tells stories, art records history, art makes history, art brings us perspective of the artist, art brings up debates about what was the intention of the art. Now, not all video games are good, every kind of art form has its share of schlock, I mean, look at Michael Bay's work.

I'm really looking forward to what's becoming of the video game industry. Nowadays, we find Call of Duty's and Battlefields that all look and feel the same. Sadly, the video game industry has become somewhat of a factory, that's just churning out product, rather than creating something unique or wonderful. With people like Bobby Kotick, the head of Activision, who view the industry as a way to make money rather than art, it's difficult to see any kind of progression. However, popping up, all over the world are independent game developers who create games like nothing else anyone has ever seen before. Notch ( aka Markus Persson), of Mojang studios, created Minecraft. The game exploded, with no marketing, making millions solely on the basis of word of mouth, and supporters to pave the way for it to become the most successful indie game in existence. Just this year at PAX, the Penny Arcade Expo, there was a booth dedicated entirely to independent video games and indie game developers. That booth was larger than either of Microsoft's and Sony's booths. There are good, creative, and fun games out there, they just need their fifteen minutes of fame, and they can go on to make it big. That's what we all want. We want the little guy to succeed, and we want to see something new, and we're only going to get that from these independent game developers. Those game developers grew up in the same era that I did, and want to create games that are the kind that they want to make. And the kinds of games that they want to make, are they kind that they grew up with.

I remember playing games that were fun and inventive, and did something interesting. They weren't the best games, they had their flaws, but at least they tried to do something different. I find that commendable in this day and age, where invention is scarce. I grew up in what I think was a golden age of gaming, when developers weren't afraid of trying out something new, or when they were still finding out just what a game could do. I stand by it that the mid 1990s to early 2000s were days of true innovation in the games industry. The Nintendo 64, Sega Dreamcast, and the Sony Playstation brought forth some of the most monumental games in the industry. Final Fantasy VII, The Legend of Zelda: Ocarina of Time, Soulcalibur, Jet Grind Radio, Super Mario 64, Mario Kart 64, Jet Force Gemini, Half-Life, Grim Fandango, Deus Ex, Thief, Resident Evil, Mega Man X, and many, many more. It isn't out of nostalgia that I say that these are great games, it's because they are. I still pull out the old games, because it's important to know where we've come from as an industry, and to take the occasional trip down memory lane. Ok, so maybe nostalgia is a bit of a factor, but they really are good games. If playing Civilization V has taught me anything: is that golden ages come and go, and I believe that we are on the cusp of another golden age. Not just with video games, but with other forms of art as well. I think it's going to be an interesting time to be alive, and experience something new.


Monday, November 18, 2013

Quick Time Events, or QTE, or WHAT IS THIS?!?!!

People often complain about the irritation of quick time events. Understandably so, they often come out of nowhere with no real warning. They change up the rules of how the game is normally played. What makes matters worse is that a failed QTE means certain death and failure. This is problematic.

I think that there are three different kind of QTE types:

1: The kind of QTE that is suddenly sprung on you out of nowhere. These are bad. They are frustrating, and don't make any sense.

2: The finisher. These QTEs come into play in moments where it isn't necessarily essential that the player gets all of the button presses right, and usually the penalty is minimal.

3. The whole damn thing. I haven't seen many games that are entirely quick time events, save for Heavy Rain, Indigo Prophecy, and recently, Beyond: Two Souls. All of which were written and directed by David Cage.

So, let's start with the first kind.



Shenmue for the Sega Dreamcast was one of the first games that I, and many others, experienced the QTE. The QTEs were not the central mechanic of the game, but they came up a lot. They were frustrating, as all QTEs of this kind are, and failure meant that I would have to try it over, and over, and over again. Most button presses are arbitrary and don't hold any context within the quick time event. Games are made up of rules, and when suddenly the rules are changed, it's uncomfortable and it isn't fun anymore. I'm not really sure as to why the game industry kept this game mechanic, and why they keep perpetuating it is kind of beyond me.

2. The Finisher.

Usually this kind of QTE will show up in games like Baynetta, God of War, or Devil May Cry. These QTEs are just kind of there. Most times they exist to create a more interactive experience when finishing off enemies, as opposed to watching a short movie of your character doing something awesome. Having these QTEs puts all of that awesome on you. That's a lot of pressure, and if you mess up, you make the character look bad, and usually cost them a chunk of health. I think that God of War is the prime example of this.

Players take the reigns of Kratos, badass Spartan Greek God killer, and is completely reliant on QTEs to get the job done. The thing with these quick time events in particular, is that if you mess up, and get the chance to do them again, for some reason, the button changes. That's right, if you accidentally press circle rather than square, and are absolutely determined to press square the next time that button press comes into play, it will be something different. It might even be a joystick movement. These quick time events are unpredictable, and each one is never the same as the last. Each enemy in God of War has its own execution animation, and with it, its own quick time event. Players can be facing down two of the same kind of enemy and execute them with a different combination of button presses. That sounds interesting, but it puts me on edge every time I hit the button to start the sequence. These kind of QTEs are just unnecessary.



3. The Whole Damn Thing....
 David Cage is praised by some, and loathed by others. His games only operate using quick time events. This system doesn't really quite work all the way. Usually quick time events force players to use buttons that generally have some type of context. In Shenmue, the A button will prompt when Ryo has to do something related to his legs (jumping, juking, kicking, etc.). While games like Heavy Rain, have no context for any of the button mapping. Triangle has no relation to anything, nor does any other button. There is a sequence when the player has to shoot some dudes, and it uses the R1 button to pull the trigger, it makes sense because the players trigger finger naturally falls on the R1 button. However, for the rest of the game, players press buttons like some kind of DDR. Generally the buttons, or joystick movements, will related to objects in the environment, or directions the characters are supposed to go. But when a fight breaks out, and players are assaulted with button presses, it's a frenzied panic of confusion. Admittedly it is exciting, and visceral, and really entertaining to watch, but at the end of the day, it all boils down to Simon Says. and if you ask me, Simon doesn't know what he's talking about.




What are your thoughts on Quick Time Events? Do they add to the gameplay? Are they unnecessary? What are some of your favorite, or least favorite moments in QTEs? Let me know in the comments?

Monday, November 4, 2013

Learning To Become A Man

So, this weekend I'm going on a mens retreat with other members of my church to a conference in Indiana, that is all about being a man. This is a really cool thing, and it will help me, not only to be more of a man, but also help me with my walk with God.

See, I'm a Christian man, and I try to do the right thing, to be an honorable man, and a respectable man. I also take in a lot of media. Video games, movies, television, and the like. Al of them depict what it is to be a man. What constitutes being a man? Is is physical strength, getting all the girl, beating up the bad guy, being a tough guy, driving the girls crazy, having lots of sex, being wealthy, having fine clothes, living in a nice place, owning it all? There's a lot of mixed messages out there, but being raised Christian, I have a code of my own that I follow.

Lately, there have been a few good pieces of media that have really stuck with me in portraying what it means to be a man. One of which being Captain America: The First Avenger starring Chris Evans. Comic books aren't really my forte, but Cap really stuck with me as a great character. I really like how he was a good guy first, and a man of action second. He did the right thing, always, no matter what was at risk or how dangerous it was.

Another depiction of manhood was John Marston in Red Dead Redemption. Sure, he may be a character in a game by Rockstar, which entails a lot of murder. However, John represented something noble in the lawless west, and stood out as a character, not only in video games, but also media in general. One of his major characteristics was his respect towards his wife. John Marston has the opportunity to get with many a lady of the night, but doesn't, because he's loyal to his wife.One other thing that I think is just the coolest thing about Red Dead Redemption, and John Marston, is the fact that there is an action button to say hello to passers by on the street. He's friendly to people that are on the street. Sure, he could murder them at any moment, as he is an outlaw after all, but he doesn't because it isn't in his character to do so. Murderous rampages are the norm for a Rockstar game, but it just feels out of place with Red Dead Redemption, and John Marston. John Marston can tear through an entire camp of bandits all on his own with unwavering accuracy and not feel a thing for the people he's killed, but he knows that he's killing the bad guys. He fights on their terms. John Marston isn't the best example of what it means to be a man, but he gets the job done, and he stands up for what he believes in, just like Steve Rogers.

I'm really looking forward to this retreat coming up. I plan to look over some of the media mentioned, as well as a few others to take a look at what I've built up in my mind as what it means to be a man, and then compare that to how God wants me to act as a man.

What are some manly characters that stuck out in your mind as something that was more than just machismo?


Monday, October 28, 2013

The Legend of Zelda: Symphony of the Goddesses

Video game symphonies and orchestral concerts are a really cool thing. They bring together people who are fans of video games, and appreciators of music, people who might not even play the video games whose soundtracks are showcased. I've been to a few concerts in my time, and I love them all.

A few weeks ago I went to see The Legend of Zelda: Symphony of the Goddesses. It was a fantastic show, that was well organized, and all of the arrangements of the classic music from days of 16-bit graphics blew me away.I love The Legend of Zelda games, and talk about them often on this blog. Seeing, and hearing the music live was an amazing experience that I'm glad I was able to attend.

There was an enormous projector screen that showed Zelda game footage. There was a tidal wave of nostalgia and awe that washed over me as I heard the symphony and was entranced by the visuals of the classic franchise. I've seen other video game concerts before, but they didn't have quite the same resonance that this one did. The other concerts were either solely Final Fantasy music, or a smattering of games that I enjoyed, but never had the same kind of attachment that I have with Zelda. Suddenly, I got it, and it made the concert so much better. Every time a clip from a Zelda game that I played, which was most of them that were shown, came on the screen I remembered exactly where I was when I was playing it. It was an incredible feeling that made the concert ten times better.

The concert itself was great, I managed to get seats that were only two rows back from the stage. I could look at an instrument, and single out its sound, and hear it directly from the instrument itself. It was really cool. The compositions of Koji Kondo were rearranged to fit the orchestra stage, and it was amazing. The show felt more genuine than the last video game orchestra that I attended. The hosts, and the conductor were actual fans of the Zelda franchise, having grown up with them and appreciating them the same way that we did in the audience. It felt good to be among my fellow gamers, and go to something classy like an orchestra.

The really cool part of the concert, was that it was an actual symphony. Symphonies are a way of telling a story with the music and compositions of their composers. Zelda is all about the classic story of Hyrule, a story that we've heard time and time again. the feeling of seeing the video and hearing the live music was overwhelmingly wonderful. That night, I truly did go on adventure through the land of Hyrule. I was right there with Link as he fought Ganon, and saved the world, just as he always does.

I think that video game concerts are a good way to get video games out there and more widely appreciated. I know that that's making the argument for "video games need to be taken seriously", and while that's kind of true. I think that what I want to achieve is to have a mass appreciation for video games. Video games combine a multitude of different components from different mediums to create something of their own. Writing, orchestrating, art, gameplay, animation, and pretty much everything in between. The composed music of these video games, is something that sticks with us when we play video games. Music can be appreciated by anyone, regardless of whether or not they've played the video game, or games, that is being showcased.

And while video game can be appreciated by everyone, it can be recognized by the people who played the video games. Those people who play video games are those who spend most of their time doing just that. I may be a social recluse myself, but I know that when to be respectful of others and toward those who are performing a symphony. Here's where it must be said that in order for video games to be taken seriously, acknowledged as an art form, or at the very least appreciated, we, as gamers, need to grow up. We have grown up with these games, we have matured with these games. We should also be growing up as people. Growing up to be adults, or at the very least, be respectful individuals. Here's why I bring this up: during the concert, several people played the "last clap game". That is something that, even when you played it in grade school, was immature and just plain stupid. These people were at the orchestra, and they played the last clap game. This is upsetting and disturbing. I'm sure that a majority of the people that were playing this game were above the age of 7, and that makes it all the more worse. I'm not okay with this, and for good reason. However, the concert itself was amazing enough to wash away my disdain for this act of immaturity.

Zelda: Symphony of the Goddesses is an amazing concert, that I recommend to everyone to go see. If I could, I would go see it again. Though, maybe I would see it a few rows back, my neck was kind of sore from staring up at the screen. Video game concerts of all kinds are a great thing, that can bring more people into this wonderful world of video games that we gamers inhabit. Plus, it gives me an excuse to dress up all fancy and sport a bowtie.

Sunday, October 27, 2013

Confessions of an Anti-Social Gamer

I love video games. They are my drug. I feel happy when I play them.  People tell me that I should get out more, but the truth is I wouldn't have the slightest idea of where I would go. With video games, I have purpose. I have places to go, people to see, people to rescue, bad guys to vanquish, monsters to slay. In video games, I'm a hero.

It's the sense of agency that video games give us that makes them such a powerful medium. It's the fact that our decisions make a difference that we notice. It may be simple cause -> effect based gameplay that most games have that give us that power fantasy. Some games do things in a more subtle way, but there's nothing wrong with saving the world and looking like a badass doing it.

I like video games, because I can still express myself through my character, even though my dialogue tree is limited, I still do what I think that I should do in that situation. But, video games also offer me freedoms that this world does not. I can be evil, and not regret it... all too much. After all, they're just video game characters. I tend to empathise with a lot of characters that I come across, but that doesn't mean that I can just save, do something mean and then reload. I can totally end the feud of the two estates on Dantooine with a total massacre. I can totally push the bad guy out a window, rather than let him live and be merciful.

Lately I've been going through my backlog of video games. Starting with Final Fantasy X. It's a bit of an undertaking to start off with such a lengthy game, but I really like it. It's a big deal for me to like a Final Fantasy game. I feel like it flows and also has a really great battle system. The freedom that Final Fantasy X offers me, is the characters that I get to spend time with. The script, and the voice acting aren't top notch by any means, but you get a sense of who the characters are, and what they believe in. You get to know their goals, dreams and principles. I'm only about 20 hours into it, but it's been really enjoyable. I'd like to visit other Final Fantasy games, that don't let their gameplay get in the way of the story, or any other JRPG that I can commit to. It's difficult for me to get into them because I was raised on western story telling, but it also makes it interesting to compare and contrast the archetypes of the different cultures. Video games offer perspective.

It's been a while since I've updated, but at least I'm coming back to you on a weekly basis. Life has been full of distractions and problems that tend to get in my way. Some days I waste away on Facebook, Tumblr, or Youtube. Some days I play video games. I like those days.

Friday, October 18, 2013

Updates and apologies

Well, it looks like it's been over a week since I last updated. Sorry about that, I've been working a lot. Also, I've compiled my backlog of video games that I haven't beaten. Some games I haven't even touched.



That's quite a lot of games. In fact, here's the whole list of games, in no particular order:
Bayonetta
Dragon age II
Deus Ex: human revolution
L.A. Noire
Pikmin 2
Second sight
Killer 7
Viewtiful joe
Eternal darkness
Beyond good and evil
Mercenaries
Splinter cell chaos theory
Ninja gaiden
Shenmue 2
Kotor 2
Sly 2 band of thieves
Final fantasy X (Not Pictured because it's in my PS2)
We heart katamari
Jak x combat racing
The Simpsons game
Skies of Arcadia
Tom clancy's rainbow six
Super magnetic neo
Ecco the dolphin
Mdk 2
Toy commander
God of war. All of them
3d dot game heroes
Shadows of the damned
Ico
Lego pirates
Ratchet and clank: a crack in time
Ratchet and clank: future weapons
Ratchet and clank: up your arsenal
Catherine
Naruto shipuden: ultimate ninja storm 2
Fall out new Vegas
Zelda: the phantom hourglass
Advance wars: dual strike
Phoenix wright: trials and tribulations
Donkey kong 64
Jet force Gemini
Star Wars: shadows of the empire
Paper Mario
Aerofighters: assault
Winback
Banjo kazooie

That's not counting the downloaded titles from PSN, XBLA, or Steam. I've got a lot of games to keep me for a while.

I've decided to start with Final Fantasy X, that's why it isn't in my gigantic stack of games. Reason being: is that I haven't said some nice things about Final Fantasy in the past, and I want to give Final Fantasy (and other JRPGs) another shot. So far, though, Final Fantasy is really good. I want to write a review of it for all of you.

Taking out my backlog of games, and actually playing through them is really refreshing, and not even in a nostalgic sort of way. Some of these games I bought just to have in my collection because they were heralded as masterpieces, and it turns out they are. I just sunk thirteen hours in Final Fantasy X, and I know that I'm no where near finished. My first thought was, "Normal games would be done by now." and not the fact that I had spent half a day playing a video game. Most games that I play end in about twelve to fourteen hours. That's modern game design, and that's not necessarily a good thing. For some games it works, others are cut far too short, most likely as a result of trying to hit a release date. Perhaps that's a topic for another time. Anyhow, I'm really enjoying Final Fantasy X, and am looking forward to writing a review of it. Apologies for the delay in updates.

However...

Exciting announcement to come soon!

Said announcement will be a really big deal, and is the next step that I need to take to advance my career in video game journalism. It's always been my dream to be in the video game journalism industry, and all my friends and family have been extremely supportive of my drive and talent towards that goal. A friend of mine that I'm partnering up with will play a big part in this upcoming announcement, and it's going to be really big. I'm super excited, and I hope that all of you folks are as well.Here's hoping that everything goes well.

Fingers Crossed!




Thursday, October 10, 2013

Grand Theft Auto V review

I've never been a huge fan of the GTA series. I was never allowed to play them growing up. I never owned a Sony console, and my mom never let me play an M rated game until I was old enough. Looking back, I'm glad that she did.

Grand Theft Auto is a series that is marred with controversy and history in the gaming industry. Whenever a Grand Theft Auto game is released, the news media is all over it like flies on manure. GTA also stands out with its achievements in gameplay and technology. The cities that stage the games are full of life, and character, albeit a crass and satirical one at that. With the latest in the series out, let's take a look.

As I've said before, I've never really played the Grand Theft Auto. My experience with the series was a borrowed copy of Grand Theft Auto IV that I still have, that I rarely play. I didn't much care for the game. It was dark, and it didn't seem to cling together, everything was just kind of thrown together haphazardly, and the tone would frequently change from dark to light. What got me interested in GTA V, and eventually purchasing it come its midnight release was the direction that the studio was taking after Grand Theft Auto IV. Rockstar released Red Dead Redemption and L.A. Noire. Both of those games quickly became some of my favorites because of their ability to immerse me in them with character and story. My hopes for the newest Grand Theft Auto game were high. Does the game live up to these new expectations?

Yes, I think it does.

Grand Theft Auto V is a game that is filled to the brim with character. The island of San Andreas is so diverse and huge, and every inch of it is covered with character. Each area of the map has its own style, personality, kinds of people and cars that inhabit it, and the best part is that it all feels cohesive. There's no sudden jump from one area to the next, it's more of a smooth dissolve. Red Dead Redemption had me with its sunsets, and surprisingly lively deserts; Grand Theft Auto V has me with its incredibly detailed and densely populated... well, everything. It takes a lot for a game to make me want to appreciate a slow, leisurely stroll, and GTA V does that. I can just roam about the world sightseeing GTA, and they even gave me a camera to take pictures with. Though, there is a story to this game, and it was the whole reason for me to buy the game.

Grand Theft Auto V does things differently in that there are three main characters for the player to work with. Each have their different personality, abilities, and walks of life that they come from. First: there's Michael. Michael is a retired bank robber, who lives well, but loathes around loathing every minute of it. Michael has a dysfunctional family, with a cheating wife, a lazy, pot head of a son, and a daughter who wants to be famous but is completely talent-less and whines when she doesn't get her way. Second: there's Franklin. Franklin is a guy from south central, who is a hustler and is getting tired of putting around and getting nowhere with his thug friends. Franklin aspires to be more than just a common thug, yet instead of looking to make an honest living, he runs into Michael who mentors him to be a bank robber. Together, both Franklin and Michael pull off heists and rob banks to make money. Lastly: there's Trevor. Trevor was one of Michael's old bank robbing partners, but left because he thought Michael was dead after a bank heist gone wrong. Trevor  is also a lunatic meth head who runs his own operation cooking and distributing meth throughout his neighborhood. Trevor thinks himself a legitimate business man, and the last sane person on the face of the earth. Killing on a whim and attacking the government on a regular basis, Trevor is not a stable element to the party. Trevor eventually finds out that Michael is still alive, and seeks him out, bringing about the main course of the game.

The gameplay of Grand Theft Auto V is solid. Immediately, players are given access to high end cars, which is surprising given that most video games in general make you climb your way there. I've heard that driving in most 3D GTA games is the most frustrating part of the game, here: it's not the best but it works pretty well. It's no Forza, but it's not supposed to be. Gunplay is the other half of the coin, and it plays very well. It handles a lot like Red Dead Redemption does, but with fully automatic weapons, which is to say that it's a cover based shooter with good movement behind cover and a very helpful lock-on system that makes it easy to take out bad guys. Speaking of which, players go down rather easy in gun fights, which makes sense, being shot isn't the healthiest thing for the human body.

Players can improve their characters bodies by doing various things throughout the world. Players can increase their stamina by riding bikes, running, playing tennis. They can increase their driving by driving clean and dangerous. There's even a flight school to learn to fly and increase that statistic in their characters abilities. Investing time to improving your character is a lot more fun than it sounds. Especially with all of the different activities that one can do around San Andreas.

Activities range from, going to the movies (which are fleshed out and hand drawn animations), watching TV, tennis, golf, darts, drinking, skydiving, hunting, racing, water racing (boats & jetskis), off road racing, mountain bike racing, bounty hunting, regular hunting, side missions, property management, stock trading, buying planes, buying sailboats, general GTA messing about, random events, and I'm sure that I've missed more. GTA V has so much to do in it, and it's absolutely incredible. The map being so large, and having all these activities and details just blows my mind.

If there's one thing that bothers me about GTA V, is the characters. I know I said that I love them, and I do, but it's the way that they act in the side missions that seems to make them go out of character. Franklin in particular seems to go through all of this crazy stuff in side missions and complains, and mentions that he needs to know how to say no sometimes. Trevor and Michael also seem to go the extra mile for complete strangers that they just met. Though, I suppose that reason doesn't really apply to these three. Besides, if all there was to do in the game were the main missions, the game wouldn't feel complete.

Then, there is the Grand Theft Auto Online mode, which has been presented as its own separate entity. As it should be. GTA Online isn't just San Andreas with online players running around. It is built to allow a strong community of players to interact with one another in its many, and varied, activities. The online mode has players create their own character, which is a bit of a faff, to take online and make their way in San Andreas committing crimes and murders throughout. It's almost story based, as players first arrive in Los Santos meeting with Lamar, one of the characters from the main game, who shows them about and helps them to make contacts. These new contacts, some from the game, some from the online portion, will hook players up with different jobs that earn them cash and experience. Cash can be used to buy things, obviously, and experience grants levels, obviously, which gives players access to new items and jobs. It's very well rounded, and while other players can still be jerks, it's still a good time. However, there isn't a friendly mode, as there is with Red Dead Redemption, instead players can spend $100 in game cash to grant passive mode. Which then allows for safe passage through jerk-player infested areas.


But of course, this is a Grand Theft Auto game. RATED M FOR MATURE 17+. The game is also filled with a lot of adult content. Adult language, adult themes, nudity, violence, blood, torture, this game runs the gamut of offensive materials. Though one thing that I think must be said: is that, Grand Theft Auto is satirical. That doesn't mean that it's all in good fun. There is a lot of things that GTA V makes fun of, and straight up insults about American society. It's not something that kids will understand, and it breaks my heart that apathetic parents will buy this game for their kids and think nothing of it. Okay, stepping off of the soap box now.

All in all, GTA V is an absolutely fantastic game. It's well written, albeit foul-mouthed, the scripted moments are phenomenal, as well as the non scripted moments that you can have in the world outside of the story missions, the amount of activities in the world can keep players coming back again and again. The online mode is well designed, and now that it's finally up and running smoothly, it will be the go to time sink for many a gamer. A

Tuesday, October 8, 2013

...

The silent protagonist is an interesting trope that only exists within video games. I've heard some people say that it's so that the player can project themselves onto the player. Or that the developers didn't have the budget for voice actors. I don't know about all that, but the silent protagonist in video games, oddly enough, works. I've played a lot of video games where the main character, doesn't say a word, but ends up saving the day and even growing a bit.

Half Life's Gordon Freeman is among the most famous of mute characters. Half Life 2 is my favorite of the series, and by far an improvement over the original. I think that Gordon Freeman is a realy good example of a silent protagonist because you, as the player, are right there with him on his crazy journey through City 17. Gordon Freeman is allegedly a theoretical metaphysicist, though we don't really know because he doesn't talk about it, or anything for that matter. However, what we do know is that he's a pretty damn good shot and a great person to have on your side in the midst of a firefight. In Half Life 2, Gordon Freeman is recognized as a hero by many of the resistance members fighting against the alien race that has enslaved most of the human race. When he first arrives, nobody really knows who he is, what he's done, or if he even exists. As players go through the game, fighting the Combine and making some headway in the fight for the resistance, he is recognized as a champion of the human race. People's spirits are lifted by his very presence. Gordon Freeman brings hope to the hopeless, and has become a confident fighter. He's grown, and changed, by the actions that he's done,  he has evolved as a character. And he still doesn't have a thing to say about it.

Link, of the Legend of Zelda series is another famous silent character who saves the world on a regular basis. In Ocarina of Time, Link grows from being an outcast in his village to being the Hero of Time. The game starts off in Kokiri Forest, a magical place where all of its inhabitants are eternally children. Each child has their own fairy, except for Link. When the winds of destiny blow in Link's favor, his adventure begins. Facing terrible monsters and solving riddles of the ancients, Link overcomes all adversity that faces him. Link later acquires the Master Sword, the "Blade of Evil's Bane", it is now sealed that Link is the one to vanquish evil from the land of Hyrule. Link grows to an adult, the world has changed, and evil still plagues the land. Link is still not yet ready to exterminate the purge the dark forces from Hyrule, he must undergo more trials, and cure the land before he goes straight for the head of all evil. When he finally arrives at the final trial, Ganon's Castle, Link is ready, he has faced so much, he has grown, he has changed, and so have you as a player. The Legend of Zelda has a way of presenting itself, that makes it seem as though players are going on a grand adventure. Both Link and the Player face the same adversity and they both grow in overcoming their fears of dark, scary places that they must enter. Link shines as a character who doesn't talk, because the game design allows the players to use Link as a vehicle to travel through the world of Hyrule, that's why they let you name the character before you start your adventure. So that it is the players name that is chanted through the streets when all has been restored, and everything is right in the world. Because it was they, who saved the world.

Sometimes, the silent protagonist can be something of hate and malice. Hotline Miami's main character is silent, and does what he is told by mysterious messages left on his answering machine. He doesn't say a word, he doesn't emote anything, all he does is kill. The very thought of a stranger wearing a rubber animal mask, not saying a word, and swiftly walking towards someone with weapon in hand sends shivers down my spine. It's a scary thing, and it doesn't waste any time. If a villain talks, he usually ends up monologuing or making some kind of overly dramatic scene. Hotline Miami's main character is a quiet and efficient killer.

Voice acting in a game can really create the character in a video game. It's not just that they have things to say, but it's how they say it. Nathan Drake, with his snarky one-liners, Joel, of The Last of Us with his stand-offish demeanor and cynicism, Ezio Auditore and his evolution from a young man living in comfort to becoming a master assassin and uncovering the truth of his ancestors. Giving the characters a voice is a fantastic thing because it really does bring that character to life. Jak, of Jak and Daxter, was a silent protagonist in the first game, but suddenly got a voice in the latter two games. The voice fit the character and the circumstances that he found himself in. The tone of the games had gone from bright and sunny to dark and dingy. Jak and Daxter will remain as one of my favorite franchises and Jak, with his new voice will also be one of my favorite characters.

Whether your characters have voice or no, getting a chance to be that character, and walk around in their world, in their shoes is something phenomenal. While the silent protagonist may be something that we only see in video games, and it may be a strange concept, but it works to our wonderfully unique medium.



Who are some of your favorite silent protagonists? Who are some of your favorite vocal protagonists, or voice actors? Let me know in the comments!

Monday, September 30, 2013

Ludonarrative Whatnow?

Lately, I've been hearing a lot about this Ludonarrative Dissonance business, and it got me thinking. Ludonarrative Dissonance means that a game's narrative conflicts with the gameplay. That's a strange concept, but it happens more often than not in video games.

I first heard about this concept shortly after the release of Bioshock: Infinite. There was a bit of an uproar over the amount of excessive and grotesque violence within the game. It did seem out of place, for a Bioshock game. The violence was a bit over the top, with people's heads exploding, decapitation, and just some straight up gruesome visuals. The first Bioshock games were violent, as they both received an M rating, however, they were never this violent. However, upon reflection, the level of violence that Bioshock: Infinite did have its place, but only to a certain extent. In the game, players take control of a man named Booker DeWitt. Booker, is a Private Eye, and also a bit of a thug; he's sent off to the city above the clouds where everything is pristine and rather peaceful, until Booker shows up. When the action starts, it explodes with a tidal wave of blood and violence, and given the circumstances, Booker didn't have much of a choice. So, Ludonarrative Dissonance remained a mystery to me as to what it really meant.



A little while later, I saw another video discussing, or rather rhyming, about the concept of Ludonarrative Dissonance. This video, or at least the first half, really does properly illustrate the definition of Ludonarrative Dissonance in a way that common folk like myself can understand.


This happens a lot more in video games than it should. I think what it comes down to is how the player decides to play the game, and the options that the game gives to its player. If the player has access to a lot of things that, they most likely shouldn't early in the game, this tends to conflict with the narrative of the game. However, this doesn't happen with just sandbox games like Grand Theft Auto.



Final Fantasy XIII for example has a character named Hope. Hope is an interesting character, in that he is a coward. He never want to fight, and goes into the fetal position whenever confronted with any sort of conflict. Yet, when we are first introduced to the character, he whines, complains, cries, whines, and kicks ass. What? Wasn't he just crying in a corner two seconds ago, being scared of the monsters? Battles, and fighting are core components of Final Fantasy games, along with any other kind of RPG. This is an example of Ludonarrative Dissonance. The gameplay, where the character stands and fights, conflicts with the narrative, where the same character preaches nonviolence and literally cries at the precipice of every battle.

This reminds me of  another character from an old anime called Gundam Wing.  Quatre Raberba Winner, is exactly like the aforementioned Hope. Quatre is a pacifist, but he's not a very good one. He pilots his Gundam Sandrock, who wields two sickles that are unbreakable and can slice through pretty much anything. The whole concept of this character is out of wack. He's a pacifist, who is specially trained to pilot a custom made giant robot that was designed to fight and kill. Just like Hope, he doesn't want to fight, and he prolongs the inevitable as long as possible with talks of peace before he ends up killing everyone in his giant robot.



Pacifism.

I loved that show, but looking back on it, it has some weird stuff about it.

So, I suppose that Ludonarrative Dissonance exists in media other than video games, and while it doesn't necessarily break a game, it does break immersion.

What are your thoughts? What video games, or other media has some kind of ludonarritve dissonance? Tell me your thoughts in the comments

Thursday, September 19, 2013

Bleep Bloop

What is the deal with games only having orchestral scores?

Apologies for the Seinfeldesque intro, but I kind of miss the electronic bleeps and bloops of the 8 and 16-bit eras of video games. The sounds that those consoles produced had a certain charm to them. Video games have a way of creating ridiculous situations that are impossible to the physical realm of reality. I think that some games should bring that old funny sounding electronic soundtrack back.

Video games have the capacity to tell a story, or express an emotion, in a way that no other medium can attain. That's all well and good, but games can be fun and silly as well. I've been watching a lot of Let's Play videos on the Youtube. Those Let's Players play a lot of old school video games from the NES and SNES. There's a definite feel to those games that modern games, for whatever reason, try to put behind them. It's true, that as art, a medium should evolve with the time, but what's wrong with a little bit of nostalgia?

A lot of Indie games these days go back to that style of art and sound, as well as difficulty. Indie games are where it's at when it comes to finding something new and inventive, and just plain creative, but that's for a different post. Indie game developers create their games to look and feel like the games of yesterday because that's what they grew up with, and so did we. Part of that experience was the graphical and audio limitations.

While there's nothing wrong with grandiose orchestral scores that sweep me off my feet, there's nothing wrong with a few bleeps and bloops that send me back to my childhood.


Thursday, September 12, 2013

All the Virtual World's a Stage...

A while ago I read this article (WARNING! SPOILERS IN THE ARTICLE!!!). It's about a critics reasoning behind the score that she gave to The Last of Us. In the article, she discusses the topic of choice, and how it was taken away from her in that moment. Though, I think that she's wrong to complain about that.

Characters in video games are just that: characters. They have motives, thoughts, feelings, and actions that they perform based on their CHARACTER. The way that this reviewer tried to act in that last scene, contradicted the character of Joel. Joel is not a good person. He kills anyone, or anything that stands in his way. Kind of a Joseph Stalin approach to life. In that last scene, player has to fight through a battalion of soldiers before they can make it to Ellie. The game really doesn't make stealth or pacifism an option here, as there are just too many guards. After making your way through all of them, not stopping until every single one is dead, you finally end up in the OR where Ellie is sedated lying on the operating table. One of the surgeons grabs a scalpel in an act of defense to stop Joel from taking Ellie, the hope for all mankind. This reviewer tried to go around it, while I on the other hand, straight up shot the guy like Indiana Jones in The Raiders of The Lost Ark. After all of the things that Joel had done up until that point, do you think that he would just walk on by someone who was a threat, and who stood in his way?

I feel like to try and do something that is out of character in a video game kind of breaks the immersion of the game. I like to play in a different way than most others. I used to be in theater, and let me tell you, being on stage is the most euphoric experience that you ever will have. To me, video games with story and character are kind of similar to a play. The writers of the game put so much into the game to create this world and the characters that inhabit it. I feel it kind of insults the writers when players roll around and screw with the world during what is supposed to be a dramatic, or story moment.

That's just my thoughts on it. Perhaps I'm overreacting, but I feel like when one of the characters is trying to talk to the player, and the player is trying to see if they can glitch to an area where they're not supposed to be, it kind of  breaks the moment. How do you feel about this?


Tuesday, September 10, 2013

Violence as a Tool

Video games are violent. More often than not, we see video games get called out by the media for being just that. Violent. Though, no one really seems to take the context of the violence into consideration when discussing this issue.

Please note that I do not condone violence, this post is to explore how game developers use violence as a story telling, rather than just a gameplay mechanic.

Hotline Miami




Hotline Miami is an independent game that come from Dennation games. The game is fast, frantic, and absolutely brutal. The game is in a 16 bit graphical style, which leaves the details of the deaths up to your imagination. There's lots of blood and violence to be had here, but what's the point? Hotline Miami takes that into consideration. You take control of a nameless, faceless man who receives anonymous messages on his phone's answering machines that leave addresses for him to go to and straight up murder everyone inside the building.The game plays up the whole "glorification of violence" even more with the scoring system. Players are rewarded for being, brutally efficient. The more effective the player is, and how quickly they do it nabs them a high score. This is what makes the game fun: its pacing. The game moves so quickly that death doesn't phase the player, but makes them retry over and over again, employing different tactics to beat the level. If the player fails, it's their fault, and not the game. But, why? Why do this? What is the point? Who are these people? Are they bad? Are they good? Who am I? How does my character play into any of this? Hotline Miami takes these questions and runs with them at a hundred miles per hour. Then at the end of each level, the game forces players to walk all the way through the level, past the corpses they've made, back to their car. The quiet of the each level, after the murder and the killer soundtrack, provides an opportunity to reflect upon just what they had done.

Spec Ops: The Line




At first glance, Spec Ops: The Line is an average, ordinary, 3rd person action shooter game with cover and squad based gameplay. The game follows a team of soldiers that are sent to Dubai to save the day and escort all of the civilians and refugees out of the city to safety and get any remaining US soldiers out as well. However, the whole thing gets turned on its head when everyone in the city has going crazy. Nobody is willing to reason, so the situation comes down to shoot first and ask questions later. In the end, the soldiers that were sent to save the city, end up doing more harm than good. Killing thousands of soldiers and refugees alike. The game puts players through some pretty traumatic stuff. Spec Ops uses brutality to cement the evils of violence and why no good comes of war and fighting. The gameplay of Spec Ops the line satirizes the industry and its constant pumping out of violent video games. Every headshot that the player lands is emphasized with a moment of slow down to hold it right up to the players nose. The game made me feel like a terrible person after all of the things that the game had me do. The game does provide the opportunities for "moral choice" but they all end badly. I still highly recommend this game, and that you do the same and recommend it to everyone you know.

The Last of Us



The Last of Us is definitely one of my favorite games of 2013. The game follows the two characters Joel and Ellie as they try and survive in the mad world that they live in. In the year 2013, humanity was wracked by the cordyceps fungus, which is normally found in species of insects that have become over populated. The Last of Us has a distinct way in which it uses violence. Every fight is a fight for survival, and Joel and Ellie have to survive. Both of them use whatever means necessary to ensure that they are able to make it to tomorrow. Supplies are scarce and players have to be more resourceful to ensure that they make it to the other side. Vicious blows to the head with blunt objects and gunshots that tear through flesh fill the screen. Each encounter with other survivors is tense and dramatic. The Last of Us does a good job to give a sense that the people that you are killing are just trying to survive as well. They make sure that their group stays alive and that they make it to tomorrow. This equality between the two parties gives a sorrow to taking them out. You kind of feel bad for them, but then you quickly move on when you realize that it was either him or you, or that you've been spotted by his friend. Every hit, every shot, every action is made with the intent to kill. Joel is a bitter, violent person, who doesn't hold back when it comes to dealing with the enemy. Contrast to him, is Ellie, who is an optimistic light in the darkness. I tried playing to where she wouldn't see as much of the violence, to protect her, but it was all for not. Ellie evolves into a survivor of this world. It has changed her, and how she acts. When the game gives players control of Ellie, it becomes crystal clear the effects of being around Joel, and the terrible violence.

Violence is often looked at as a gameplay mechanic, and approached casually. Yet, it's a big thing to take another persons life. The terrible ways that people die in these games are truly horrific, and cringe worthy. The difference between these games and others is that they have context that evoke emotion and remorse for pulling the trigger. Violence is not a good thing. It's never the right thing to do. If anything, it should be used as a last resort. Too often games use violence willy nilly, and make a farce of the gravitas of the act of killing.

Friday, August 30, 2013

What time is it?

I'm really not a fan of where I currently stand in life. I have a crummy job, making crummy wages, and I'm not really going anywhere. After a talk with my brother; he gave me quite a different, and inspiring point of view. He told me that this was actually a positive thing, as I have no ties. This is true, I really don't have anything tying me down here, besides the lease on my apartment, but, that's going to go up early next year. The end goal for me is to become a video game journalist. Whether that be for Kotaku, Revision3 games, Game Informer, Giant Bomb, or any other site that I admire. I just have to become a video game journalist. No better time than the present as they say.



I'm not saying that I'll be moving out to Los Angeles, San Fansisco or anywhere like that as soon as my lease goes up next year, but on the other hand... what's holding me back? Money, well that's one thing, but is it really enough, or something that is worth putting in my way just because I don't want to go into debt? But I feel like Bilbo Baggins. WOAH! LITERARY REFERENCE!

It's true, though. I live comfortably in my hobbit hole and make comments about my neighbors behind their back because I've got it so good, and I am much more civilized than they are. Though, this is not the life for me. I need that call to adventure. I need a kindly old wizard to cross my doorstep and take me on the adventure of my lifetime.

Being my mind the one that it is, and working the way that it does. My mind went straight to video games.

I feel like most adventure type of games don't exactly establish this call to action and adventure. Generally it's already been established that you're, the main character of the game, is already well established as some kind of adventurer/ some kind of badass. I never get that feel of normalcy. Generally, players are thrown into the thick of it right from the get go. Except for one game in particular.....

That's right Zelda. The Legend of Zelda is very close to my heart, so there is a great deal of bias, however I also haven't really played that many other adventure or RPG games that I could really get into. Generally a LoZ game starts off with Link just living life. It's nothing interesting, but it's comfortable. Life is good. He's got a roof over his head. Sometimes, he even has a job that keeps him busy and out of trouble. Then suddenly, there is that call for action. That one thing that seems to come out of nowhere, that upsets the balance and the state of normalcy.

If this is all sounding familiar, it's because it's the tried and true method of the heros journey tale.



Did you watch it? Good.

The Hero with a Thousand faces is the basic breakdown of the heros tale that we all know and love. Link is the quintessential hero of video games, and of heroism. He's not the only one. Sora of Kingdom Hearts, The Kid From Bastion, Alexandra Rovias of Eternal Darkness, Jade of Beyond Good and Evil and many more. Though, these games don't establish that sense of comfort that the hero is ripped from by the call to adventure.

That contrast between the state of normalcy, and the grand epicness of adventure is what can really drive home the sense of adventure. I'm reminded of Red Dead Redemption; where, towards the end of the game, John Marston has completed his mission that was beset upon him by the government and was given his state of normalcy back to him. This moment in the game is beautiful. John Marston, throughout the game had always talked of his family and his ranch that he wanted to get back to after he was done. True to their word, the government gave John back his family and his land, just as he wanted, so that he can get back to what was normal. I didn't mind playing through this part of the game. It was kind of relaxing to have all of this nonviolence. I was happy to see John and his wife reunited and to see the way that he looked at her even though she was yelling at him to get some menial task or another done. I enjoyed the state of normalcy.

This contrast can be used quite effectively, if used properly. It's not a bad thing to be thrown into the middle of things, but it certainly makes clear what it is exactly that you're fighting for when you go on your adventure.

P.S.

I know that normalcy is not what the beginning of this post was about, but my life isn't being overrun by monsters or general evilness, that I need to fight for it. I need to fight for change so that I can make my state of normalcy something worth fighting for.

Friday, August 23, 2013

Games need to be quotable.

He doesn't like you.

I'm sorry

I don't like you either. You best watch yourself! I have the death sentence on twelve different systems!

I'll be careful.

You'll be dead!


Quotes are what movies memorable. Some quotes are so memorable that some interactions with our friends are just quotes from movies.I think that video games are getting to the point where they have the potential to be as quotable as movies.

There are quotes from video games that are pretty popular, but they're all one-liners and exist in a popular fashion that is congruent with internet memes. They aren't that clever, or as fun to quote. They're just kind of there, and they're kind of ridiculous. They're more punchlines than interactions between the characters.

All your base are belong to us.

I've got balls of steel.

Though, some games have fantastic dialogue. Uncharted 2: Among Thieves, The Mass Effect Series, Borderlands 2, and Red Dead Redemption are games that are well written, have clever dialogue, amazing characters, and great interaction between said characters. Uncharted 2 is my favorite game to quote. It's because the characters interact in a way that is unlike any other game that I've seen come before it. The characters are so well voice acted and captured that they transcend the video game and become human. They may exist in crazy-impossible situations, but retain their human element that make them great characters. Uncharted 2 has great characters that play off each other, and the thing is, a couple of the characters are female. The thing with female characters, is that writers need to write them as humans, and not from their perspective of women, but that's a post for another time.

Mass Effect has some really well written dialogue, though it's all kind of hit or miss. There wasn't any particular line that I remember exactly. I remember the dialogue painting the picture of the characters and their history and cultures, but there wasn't any kind of exchange that I just, remember.

Have you ever gone to a movie and remembered some really awesome line, or scene that was just the dialogue or the clever quips that were said during some scene? In The Avengers movie there was a quick dialogue between Black Widow and Hawkeye,

"Just like Budapest!" said Black Widow as she squeezes off a few rounds from her pistol.

"You and I remember Budapest very differently" as Hawkeye lets loose another arrow into the face of a Chitari warrior.

There's a lot going on in this scene. Part of it is Joss Whedon and his ability to create characters that leave a lasting impression and bring with them their presence and color wherever they go. Another thing is that when watching movies we tend to think about the things that are said and the things that we see. Whereas with video games, we focus on the gameplay.

Video games are not famous for their writing and dialogue. Games are known for how they play. If a game plays well, it's good. Likewise, if a movie is well written it succeeds as the box office. That may not always be the case, but movies that are well written tend to get a good amount of recognition.

I feel that games need to be more quotable because it would make it more easy to talk about. Whenever I hear two gamers discussing video games, it's always critical. They analyze every aspect of the game, including the writing and characters. There's no real discussion, or geeking out, about the characters of the story. It's all about the game, how it plays, the enemy AI, the bossfights, the quality of this or that. If there is any discussion about what the player experienced, it's always an awkward, clunky, description of playstyle and stats. "I love Bioshock! That game is so great! I remember this one time when I was playing: I shocked a bad guy with the electric plasmid so I could stun him, Then I lined up my crosshairs and pulled off a sweet headshot." Why was he attacking the bad guy? Why was the bad guy attacking him? What's going on in Bioshock? Where does it take place? Who are the characters? What are their motivations? What's the point?

"I love Star Wars! It's a fantastic movie about an average kid who finds his destiny as a Jedi. Jedi are like space knights! Did I mention that this movie takes place in outer space? Well, it totally does, and it's awesome! There's this huge empire that's trying to take over the galaxy, but there's the rebels who are fighting back because the empire is really bad. The Jedi were wiped out by the empire, and they're trying to regain their foothold in the galaxy and restore peace because that's what they do. Luke is the main character, and joins up with the rebels to fight the empire and rescue the princess who's been captured by the empire and holds some major important information about the Death Star, a huge space station that's the size of a moon!"

There's so much more enthusiasm about movies, books, or even television shows than there are with video games. So, maybe it's not that video games need to be more quotable, so much as they need to be better written, and we as gamers just need to be more enthusiastic about the games we play rather than be so analytical. Video games are an art, and we can totally geek out about them if we want to. It's ok. Not everyone has to be a critic.

Sunday, August 11, 2013

TOP 5 LICENSED VIDEO GAME SOUNDTRACKS!

I play a lot of video games. I mean a lot. They're kind of my only window to the outside world and what the goings on are with things other than video games. In fact, a lot of the music that I listen to I heard from one video game or another. So, without further ado, here is my list of my TOP 5 LICENSED VIDEO GAME SOUNDTRACKS!

In case you didn't get that from the title.

Rules: No music games. So nothing like Amplitude, Rockband, etc. Also, the soundtracks of the game are entirely licensed songs, not just a few songs like the Red Dead Redemption soundtrack, which I love so much.

5. Burnout 3

Among the symphony of crashing cars and twisting metal, there is a fantastically high paced and high quality soundtrack to play among the carnage. Featuring top hits of the day such as "I'm not OK" by My Chemical Romance, "This Fire" by Franz Ferdinand, "My Favorite Accident" by Motion City Soundtrack, and many others. This is a great soundtrack that compliments the energy and speed of the game. Though, to be honest, it doesn't really seem to fit while listening to it in my car while I'm obeying traffic laws...



4. Project Gotham Racing 2

It's really good when your soundtrack includes variety, even more so when said variety is from multiple countries. PGR2 has an amazingly wide selection of music to choose from, and you can completely customize it by creating your own mixtape. There is so much different music to choose from, it's a marathon to get through it all. Tracks including, but not limited to "Fight Test" by The Flaming Lips, "Automatic" by The Androids, "Tango Shoes" by Bif Naked, "Maschine" by Unheilig and so, so many more.



3. Need for Speed: Underground

Ok, so I play a lot of racing games. I guess I have that need for speed. Say, speaking of which.... Need for Speed has a really great soundtrack for a game that was the first of its kind. What with all the customization and the tuning of the cars. The release of NFS Underground coincided with the release of the movie The Fast and the Furious, a movie all about illegal street racing, over the top modifications of cars, and lots of homoerotic undertones, bro. The soundtrack to NFS Underground had a solid mix of rock, electronic, hip-hop, and Little Jon and the East Side Boys. Each time that you start up NFS Underground the song "Get Low" by Little Jon and his East Side Boys will play every time, so that you get that a cappella "badumdumdum..."



2. SSX 3

This is one of the greatest licensed soundtracks of all time. Seriously. The music in this game fits so perfectly with the insane stunts and the eccentric characters of this game, they couldn't have done a better job. Even the radio's DJ Atomika gets in on the action and brings his own slice of personality to the table. SSX 3 is filled with so much character and personality that it's only fitting that the soundtrack do the same.



1. FIFA 13

A sports game? Yes. A sports game. EA Sports games have surprisingly good soundtracks. You'd think that having music that plays only during the menu screens would defeat the purpose, but it just works so well for FIFA 13. Reason being, is that the amazing soundtrack plays during the incredibly addicting and helpful training games and during the waiting periods in between games in the tournament and career screens. This incredible soundtrack includes "Searching" by Matisyahu, "Top of The World" by Imagine Dragons, "Club Foot" by Kasabian, and so many great other great songs. Sometimes, I don't even play the game, I just turn the TV up really loud and let the music play while I do other things around the house.